I have uploaded the final public version of the Medieval Pack: A Call to Arms.
I have created a webpage version of the Introduction and Installation text at this link http://apolyton.net/wes/intro.txt . I would recommend that everyone review this page even if you are already familiar with the mod, since this file has been expanded to cover some of the topics players keep asking about.
If you already have the July 18th text update, you only need to get the 1.1 text portion here- http://apolyton.net/wes/1_1texts.zip .
If you have the 1.0 version, but missed that update, you will also need to get the new pictures component here- http://apolyton.net/wes/pictures.zip .
If you have not gotten the modpack before, you will need to go to my site and get the sounds and sprites compoenents in addition to these two components listed above. Here is a link to my index page- http://apolyton.net/wes/index.shtml .
Two new files are included in the readmes folder, one for Windows 2000 users, and another Troubleshooting text that covers the three most common problems that players have reported with trying to use the mod.
Below is a chronology of the changes made since the initial public release:
July 30th- Embassy bug fixed where nobles were establishing embassies before contact was made. One preq of Nanite Factory changed from Fusion Plant to Oil Refinery, and Public School preq changed from Academy to University. AI strategy text changed so that AIs will use more scientists. GL info for spy units altered to show relavent info.
July 18th- It contains the fixes to the Cruise Missile (it works now) and Arcologies advance (re-named Mega-Construction)as well as the 40% reduction in advance costs for the last three eras. The changes to wonder effects mentioned previously is in there (the effects of some were altered to remove a bug which Jules discovered). Dale's personality changing code and diplomatic leader pics are included, plus I also added a soundfix by Martin which adds sounds when you place tile improvements. More civs were given the Egyptian Pyramid city style.
July 3rd- Large Civs version posted. Please see the readme on my homepage. Note that you need to get the updates to the standard version of the mod even if you play the Large version.
June 18th- I have lowered the cost of the Bandit Horseman, and both the cost and upkeep of the War Elephant. I went in to give the Elephants the flanking ability and saw that they already had it! I also changed their obsolete advances to Flintlock and Feudalism, respectively. I gave the Longbowman increased defensive stats ala the Bowman, so they are a more complete field unit, and raised their ranged attack to higher than that of the Siege Engine's, since as you pointed out they cannot bombard. I think that they are now one of the game's potentially dominating units. I have also given the slaving ability to Chariots and taken it from Pikemen, since the AIs seem to build only Chariots and never Light Cavalry.
Corrections to the summary section of the GL made.
The modern-day and futuristic governements are much stronger now.
I also reduced the cost of the advances in the last half of the game by about 20%.
I have added two new happiness improvements to the game, the Public Park and the Stadium, and increased the happiness effect of the Movie Theater and VR Amusement Park.
June 9th- changes made to get the AIs to produce settlers. Changes made to messages and map settings to produce more productive maps, and thus better AI civs and more competitive games. Changes made to the difficulty text to make the AIs harder to beat in the last half of the game.
Stargazer, thanks for the info on the Nanite Factory inconsitency. I noted my fix in the chronology above. However, I would not recommend making changes to the mod unless you are willing to get into serious mod-making. It can be very confusing if you are just dabbling in it. For example, you do not need to change the texts which do not have the MM2 prefix. Those files are the original game files, and changing them will not affect the Medpack, but may damage your ability to play the original game. Also, many things are called one thing in the texts, or their internal name, and another thing in the game, or the external name you see when playing. The Drug Store is shown as the Sewer System, for example.
Thanks to everyone who has been making progress reports. This is the only way that I can know what needs work and what is working well.
These reports can also help you keep trying the mod should your first game with it appear to be disappointing. Keep trying, and I feel sure that you will be rewarded. This game has a lot of replay value, and sometimes that means an easy game, unfortunately.
Btw, thanks to Bluevoss for becoming the third person to send in a donation.
I have created a webpage version of the Introduction and Installation text at this link http://apolyton.net/wes/intro.txt . I would recommend that everyone review this page even if you are already familiar with the mod, since this file has been expanded to cover some of the topics players keep asking about.
If you already have the July 18th text update, you only need to get the 1.1 text portion here- http://apolyton.net/wes/1_1texts.zip .
If you have the 1.0 version, but missed that update, you will also need to get the new pictures component here- http://apolyton.net/wes/pictures.zip .
If you have not gotten the modpack before, you will need to go to my site and get the sounds and sprites compoenents in addition to these two components listed above. Here is a link to my index page- http://apolyton.net/wes/index.shtml .
Two new files are included in the readmes folder, one for Windows 2000 users, and another Troubleshooting text that covers the three most common problems that players have reported with trying to use the mod.
Below is a chronology of the changes made since the initial public release:
July 30th- Embassy bug fixed where nobles were establishing embassies before contact was made. One preq of Nanite Factory changed from Fusion Plant to Oil Refinery, and Public School preq changed from Academy to University. AI strategy text changed so that AIs will use more scientists. GL info for spy units altered to show relavent info.
July 18th- It contains the fixes to the Cruise Missile (it works now) and Arcologies advance (re-named Mega-Construction)as well as the 40% reduction in advance costs for the last three eras. The changes to wonder effects mentioned previously is in there (the effects of some were altered to remove a bug which Jules discovered). Dale's personality changing code and diplomatic leader pics are included, plus I also added a soundfix by Martin which adds sounds when you place tile improvements. More civs were given the Egyptian Pyramid city style.
July 3rd- Large Civs version posted. Please see the readme on my homepage. Note that you need to get the updates to the standard version of the mod even if you play the Large version.
June 18th- I have lowered the cost of the Bandit Horseman, and both the cost and upkeep of the War Elephant. I went in to give the Elephants the flanking ability and saw that they already had it! I also changed their obsolete advances to Flintlock and Feudalism, respectively. I gave the Longbowman increased defensive stats ala the Bowman, so they are a more complete field unit, and raised their ranged attack to higher than that of the Siege Engine's, since as you pointed out they cannot bombard. I think that they are now one of the game's potentially dominating units. I have also given the slaving ability to Chariots and taken it from Pikemen, since the AIs seem to build only Chariots and never Light Cavalry.
Corrections to the summary section of the GL made.
The modern-day and futuristic governements are much stronger now.
I also reduced the cost of the advances in the last half of the game by about 20%.
I have added two new happiness improvements to the game, the Public Park and the Stadium, and increased the happiness effect of the Movie Theater and VR Amusement Park.
June 9th- changes made to get the AIs to produce settlers. Changes made to messages and map settings to produce more productive maps, and thus better AI civs and more competitive games. Changes made to the difficulty text to make the AIs harder to beat in the last half of the game.
Stargazer, thanks for the info on the Nanite Factory inconsitency. I noted my fix in the chronology above. However, I would not recommend making changes to the mod unless you are willing to get into serious mod-making. It can be very confusing if you are just dabbling in it. For example, you do not need to change the texts which do not have the MM2 prefix. Those files are the original game files, and changing them will not affect the Medpack, but may damage your ability to play the original game. Also, many things are called one thing in the texts, or their internal name, and another thing in the game, or the external name you see when playing. The Drug Store is shown as the Sewer System, for example.
Thanks to everyone who has been making progress reports. This is the only way that I can know what needs work and what is working well.
These reports can also help you keep trying the mod should your first game with it appear to be disappointing. Keep trying, and I feel sure that you will be rewarded. This game has a lot of replay value, and sometimes that means an easy game, unfortunately.
Btw, thanks to Bluevoss for becoming the third person to send in a donation.
Comment